thirtyflightsofloving/renderer/r_warp.c
Knightmare66 add4c7cc46 Reworked 2D pic drawing using a new, merged R_DrawPic() function. Moved old pic drawing functions to r_draw_removed.c.
Added new SCR_DrawPic() variants in cl_screen.c.
Added new graphics for text fields and sliders in menus.
Improved mouse interaction for menu sliders.
Added resettargets developer command to default Lazarus and  missionpack DLLs.
Added hint_test developer command to missionpack DLL.
Fixed freeze developer command in default Lazarus and missionpack DLLs so it can be used more than once.
More tweaks to Tactician Gunner prox mine safety checks in misssionpack DLL.
2021-08-07 00:43:46 -04:00

510 lines
14 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
Quake 2 source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake 2 source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// r_warp.c -- sky and water polygons
#include "r_local.h"
extern model_t *loadmodel;
msurface_t *warpface;
#define SUBDIVIDE_SIZE 64
void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
int i, j;
float *v;
mins[0] = mins[1] = mins[2] = 999999;
maxs[0] = maxs[1] = maxs[2] = -999999;
v = verts;
for (i=0; i<numverts; i++)
for (j=0; j<3; j++, v++)
{
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
void SubdividePolygon (int numverts, float *verts)
{
int i, j, k;
vec3_t mins, maxs;
float m;
float *v;
vec3_t front[64], back[64];
int f, b; // size
float dist[64];
float frac;
glpoly_t *poly;
float s, t;
vec3_t total;
float total_s, total_t;
float lightmap_total_s, lightmap_total_t; // added for lightmaps
if (numverts > 60)
VID_Error (ERR_DROP, "numverts = %i", numverts);
BoundPoly (numverts, verts, mins, maxs);
for (i=0; i<3; i++)
{
m = (mins[i] + maxs[i]) * 0.5;
// m = SUBDIVIDE_SIZE * floor (m/SUBDIVIDE_SIZE + 0.5);
m = r_subdivide_size->value * floor (m/r_subdivide_size->value + 0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j=0; j<numverts; j++, v+= 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v-=i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j=0; j<numverts; j++, v+= 3)
{
if (dist[j] >= 0)
{
VectorCopy (v, front[f]);
f++;
}
if (dist[j] <= 0)
{
VectorCopy (v, back[b]);
b++;
}
if (dist[j] == 0 || dist[j+1] == 0)
continue;
if ( (dist[j] > 0) != (dist[j+1] > 0) )
{
// clip point
frac = dist[j] / (dist[j] - dist[j+1]);
for (k=0; k<3; k++)
front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
f++;
b++;
}
}
SubdividePolygon (f, front[0]);
SubdividePolygon (b, back[0]);
return;
}
// add a point in the center to help keep warp valid
poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * sizeof(mpolyvertex_t));
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts+2;
poly->vertexlightset = false;
VectorClear (total);
total_s = total_t = 0;
lightmap_total_s = lightmap_total_t = 0; // added for lightmaps
for (i=0; i<numverts; i++, verts+=3)
{
VectorCopy (verts, poly->verts[i+1].xyz);
// s = DotProduct (verts, warpface->texinfo->vecs[0]);
// t = DotProduct (verts, warpface->texinfo->vecs[1]);
s = DotProduct (verts, warpface->texinfo->vecs[0]) + warpface->texinfo->vecs[0][3];
t = DotProduct (verts, warpface->texinfo->vecs[1]) + warpface->texinfo->vecs[1][3];
total_s += s;
total_t += t;
VectorAdd (total, verts, total);
poly->verts[i+1].texture_st[0] = s;
poly->verts[i+1].texture_st[1] = t;
// added for lightmaps
if (warpface->isLightmapped)
{
s = DotProduct (verts, warpface->texinfo->vecs[0]) + warpface->texinfo->vecs[0][3];
s -= warpface->texturemins[0];
s += warpface->light_s*16;
s += 8;
s /= LM_BLOCK_WIDTH*16;
t = DotProduct (verts, warpface->texinfo->vecs[1]) + warpface->texinfo->vecs[1][3];
t -= warpface->texturemins[1];
t += warpface->light_t*16;
t += 8;
t /= LM_BLOCK_HEIGHT*16;
poly->verts[i+1].lightmap_st[0] = s;
poly->verts[i+1].lightmap_st[1] = t;
lightmap_total_s += s;
lightmap_total_t += t;
}
}
VectorScale (total, (1.0/(float)numverts), poly->verts[0].xyz);
VectorCopy(poly->verts[0].xyz, poly->center); // for vertex lighting
poly->verts[0].texture_st[0] = total_s/numverts;
poly->verts[0].texture_st[1] = total_t/numverts;
// added for lightmaps
if (warpface->isLightmapped)
{
poly->verts[0].lightmap_st[0] = lightmap_total_s/numverts;
poly->verts[0].lightmap_st[1] = lightmap_total_t/numverts;
}
// copy first vertex to last
memcpy (&poly->verts[i+1], &poly->verts[1], sizeof(mpolyvertex_t));
}
/*
================
R_SubdivideSurface
Breaks a polygon up along axial 64 unit
boundaries so that turbulent warps
can be done reasonably.
================
*/
void R_SubdivideSurface (msurface_t *surf)
{
vec3_t verts[64];
int numverts;
int i;
int lindex;
float *vec;
// clamp r_subdivide_size to a reasonable range
if (!r_subdivide_size)
r_subdivide_size = Cvar_Get("r_subdivide_size", "64", 0); // chop size for warp surfaces
if ((r_subdivide_size->value < 64.0f) || (r_subdivide_size->value > 512.0f))
Cvar_SetValue( "r_subdivide_size", 64);
warpface = surf;
//
// convert edges back to a normal polygon
//
numverts = 0;
for (i=0; i<surf->numedges; i++)
{
lindex = loadmodel->surfedges[surf->firstedge + i];
if (lindex > 0)
vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
else
vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
VectorCopy (vec, verts[numverts]);
numverts++;
}
SubdividePolygon (numverts, verts[0]);
}
//=========================================================
// speed up sin calculations - Ed
float r_turbsin[] =
{
#include "warpsin.h"
};
#define TURBSCALE (256.0 / (2 * M_PI))
#if 0
// MrG - texture shader stuffs
#define DST_SIZE 16
unsigned int dst_texture_ARB;
/*
===============
CreateDSTTex_ARB
Create the texture which warps texture shaders
===============
*/
void CreateDSTTex_ARB (void)
{
unsigned char dist[DST_SIZE][DST_SIZE][4];
int x,y;
srand(GetTickCount());
for (x=0; x<DST_SIZE; x++)
for (y=0; y<DST_SIZE; y++) {
dist[x][y][0] = rand()%255;
dist[x][y][1] = rand()%255;
dist[x][y][2] = rand()%48;
dist[x][y][3] = rand()%48;
}
qglGenTextures(1,&dst_texture_ARB);
qglBindTexture(GL_TEXTURE_2D, dst_texture_ARB);
qglTexImage2D (GL_TEXTURE_2D, 0, 4, DST_SIZE, DST_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, dist);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglHint(GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
qglTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
}
/*
===============
R_InitDSTTex
Resets the texture which warps texture shaders.
Needed after a vid_restart.
===============
*/
void R_InitDSTTex (void)
{
qglDeleteTextures(1, &dst_texture_ARB);
dst_texture_ARB = 0;
CreateDSTTex_ARB ();
}
//end MrG
#endif
image_t *R_TextureAnimation (msurface_t *surf);
/*
=============
RB_RenderWarpSurface
backend for R_DrawWarpSurface
=============
*/
void RB_RenderWarpSurface (msurface_t *surf)
{
float args[7] = {0,0.05,0,0,0.04,0,0};
float alpha = colorArray[0][3];
image_t *image = R_TextureAnimation (surf);
qboolean lightmapped = surf->isLightmapped && (r_worldmodel->bspFeatures & BSPF_WARPLIGHTMAPS);
qboolean vertexLight = r_warp_lighting->integer && !lightmapped && !(surf->texinfo->flags & SURF_NOLIGHTENV);
qboolean texShaderWarpARB = glConfig.arb_fragment_program && r_pixel_shader_warp->integer;
qboolean texShaderWarp = texShaderWarpARB;
if (rb_vertex == 0 || rb_index == 0) // nothing to render
return;
c_brush_calls++;
// Psychospaz's vertex lighting
if (vertexLight) {
GL_ShadeModel (GL_SMOOTH);
if (!texShaderWarp)
R_SetVertexRGBScale (true);
}
/*
Texture Shader waterwarp
Damn this looks fantastic
WHY texture shaders? because I can!
- MrG
*/
if (texShaderWarpARB)
{
GL_SelectTexture(0);
GL_MBind(0, image->texnum);
if (lightmapped)
{
// GL_EnableTexture(1);
if (r_fullbright->integer != 0)
GL_MBind (1, glMedia.whitetexture->texnum);
else
GL_MBind (1, glState.lightmap_textures + surf->lightmaptexturenum);
GL_EnableTexture(2);
// GL_MBind(2, dst_texture_ARB);
GL_MBind(2, glMedia.distTextureARB->texnum);
GL_Enable (GL_FRAGMENT_PROGRAM_ARB);
qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_PROG_WARP_LM]);
qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, r_rgbscale->value, r_rgbscale->value, r_rgbscale->value, 1.0);
}
else
{
GL_EnableTexture(1);
// GL_MBind(1, dst_texture_ARB);
GL_MBind(1, glMedia.distTextureARB->texnum);
GL_Enable (GL_FRAGMENT_PROGRAM_ARB);
qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_PROG_WARP]);
qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, r_rgbscale->value, r_rgbscale->value, r_rgbscale->value, 1.0);
}
}
else
{
if (lightmapped)
{
GL_SelectTexture(0);
GL_MBind(0, image->texnum);
GL_EnableTexture(1);
if (r_fullbright->integer != 0)
GL_MBind (1, glMedia.whitetexture->texnum);
else
GL_MBind (1, glState.lightmap_textures + surf->lightmaptexturenum);
}
else
GL_Bind(image->texnum);
}
RB_DrawArrays ();
// MrG - texture shader waterwarp
if (texShaderWarpARB)
{
if (lightmapped) {
GL_SelectTexture(2);
GL_Disable (GL_FRAGMENT_PROGRAM_ARB);
GL_DisableTexture(2);
}
else {
GL_Disable (GL_FRAGMENT_PROGRAM_ARB);
GL_DisableTexture(1);
GL_SelectTexture(0);
}
}
// Psychospaz's vertex lighting
if (vertexLight) {
GL_ShadeModel (GL_FLAT);
if (!texShaderWarp)
R_SetVertexRGBScale (false);
}
RB_DrawMeshTris ();
rb_vertex = rb_index = 0;
}
/*
=============
R_DrawWarpSurface
Does a water warp on the pre-fragmented glpoly_t chain.
added Psychospaz's lightmaps on alpha surfaces
=============
*/
void R_DrawWarpSurface (msurface_t *surf, float alpha, qboolean render)
{
glpoly_t *p, *bp;
float s, t, scroll, dstscroll, rdt = r_newrefdef.time; // *v
float dstscroll_x, dstscroll_y;
mpolyvertex_t *v;
vec3_t point;
int i, texWidth, texHeight;
qboolean lightmapped = surf->isLightmapped && (r_worldmodel->bspFeatures & BSPF_WARPLIGHTMAPS);
qboolean vertexLight = r_warp_lighting->integer && !lightmapped && !r_fullbright->integer && !(surf->texinfo->flags & SURF_NOLIGHTENV);
c_brush_surfs++;
texWidth = surf->texinfo->texWidth;
texHeight = surf->texinfo->texHeight;
dstscroll = -64 * ( (r_newrefdef.time*0.15) - (int)(r_newrefdef.time*0.15) );
dstscroll_x = 64 * sin (r_newrefdef.time * 0.08 * M_PI) * 0.45;
dstscroll_y = 64 * cos (r_newrefdef.time * 0.08 * M_PI) * 0.45;
if (surf->texinfo->flags & SURF_FLOWING)
scroll = -64 * ( (r_newrefdef.time*0.5) - (int)(r_newrefdef.time*0.5) );
else
scroll = 0.0f;
// rb_vertex = rb_index = 0;
for (bp = surf->polys; bp; bp = bp->next)
{
c_brush_polys += (bp->numverts-2);
p = bp;
if (RB_CheckArrayOverflow (p->numverts, (p->numverts-2)*3))
RB_RenderWarpSurface (surf);
for (i = 0; i < p->numverts-2; i++) {
indexArray[rb_index++] = rb_vertex;
indexArray[rb_index++] = rb_vertex+i+1;
indexArray[rb_index++] = rb_vertex+i+2;
}
for (i=0, v=&p->verts[0]; i<p->numverts; i++, v++)
{
#if !id386
s = v->texture_st[0] + r_turbsin[(int)((v->texture_st[1]*0.125+rdt) * TURBSCALE) & 255];
t = v->texture_st[1] + r_turbsin[(int)((v->texture_st[0]*0.125+rdt) * TURBSCALE) & 255];
#else
s = v->texture_st[0] + r_turbsin[Q_ftol( ((v->texture_st[1]*0.125+rdt) * TURBSCALE) ) & 255];
t = v->texture_st[1] + r_turbsin[Q_ftol( ((v->texture_st[0]*0.125+rdt) * TURBSCALE) ) & 255];
#endif
s += scroll;
s /= (float)texWidth;
t /= (float)texHeight;
//=============== Water waves ========================
VectorCopy(v->xyz, point);
if ( r_waterwave->value > 0 && !(surf->texinfo->flags & SURF_FLOWING)
&& surf->plane->normal[2] > 0
&& surf->plane->normal[2] > surf->plane->normal[0]
&& surf->plane->normal[2] > surf->plane->normal[1] )
point[2] = v->xyz[2] + r_waterwave->value * sin(v->xyz[0]*0.025+rdt) * sin(v->xyz[2]*0.05+rdt);
//=============== End water waves ====================
// MrG - texture shader waterwarp
if (lightmapped) {
VA_SetElem2(texCoordArray[0][rb_vertex], s, t);
VA_SetElem2(texCoordArray[1][rb_vertex], v->lightmap_st[0], v->lightmap_st[1]);
// VA_SetElem2(texCoordArray[2][rb_vertex], (v->texture_st[0]+dstscroll) / (float)texWidth, v->texture_st[1] / (float)texHeight);
VA_SetElem2(texCoordArray[2][rb_vertex], (v->texture_st[0]+dstscroll_x) / (float)texWidth, (v->texture_st[1]+dstscroll_y) / (float)texHeight);
}
else {
VA_SetElem2(texCoordArray[0][rb_vertex], s, t);
VA_SetElem2(texCoordArray[1][rb_vertex], (v->texture_st[0]+dstscroll) / (float)texWidth, v->texture_st[1] / (float)texHeight);
}
if (lightmapped)
VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, alpha);
else if (vertexLight && p->vertexlightset)
VA_SetElem4(colorArray[rb_vertex],
(float)(v->lightcolor[0]*DIV255),
(float)(v->lightcolor[1]*DIV255),
(float)(v->lightcolor[2]*DIV255), alpha);
else
VA_SetElem4(colorArray[rb_vertex], glState.inverse_intensity, glState.inverse_intensity, glState.inverse_intensity, alpha);
VA_SetElem3(vertexArray[rb_vertex], point[0], point[1], point[2]);
rb_vertex++;
}
}
if (render)
RB_RenderWarpSurface (surf);
}